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/*
* Copyright 2018 the original author or authors.
* Licensed under the Apache License, Version 2.0 (the "License"); you may not
* use this file except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
* applicable law or agreed to in writing, software distributed under the
* License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS
* OF ANY KIND, either express or implied. See the License for the specific
* language governing permissions and limitations under the License.
*/
package com.gitee.drinkjava2.frog.organ;
import java.awt.Color;
import com.gitee.drinkjava2.frog.Animal;
import com.gitee.drinkjava2.frog.brain.BrainPicture;
import com.gitee.drinkjava2.frog.brain.Cell;
import com.gitee.drinkjava2.frog.brain.Organ;
import com.gitee.drinkjava2.frog.brain.Zone;
import com.gitee.drinkjava2.frog.util.RandomUtils;
/**
* Line is a line between 2 organs or 2 lines
*
* 这是一个随机方式连接两端的Organ,一个Organ对应一条线它是从旧版的RandomConnectGroup改造过来这是一种最简单的神经元排列方式和传导方式
* 信号采用加、减方式,信号(能量强度)不会随时间遗失(熵守恒)。 Line的两头可以位于器官内的任一个位置也可以位于另一个line的body上
*
* 以后考虑添加以下不同类型的Line类器官<br>
* 1. 一个器官对应多个Line(神经元) 2.
* 神经元的兴奋值与时间相关,比如随时间流逝按指数曲线递减、神经元之间的联系强度与重复次数相关,反映记忆典线规律 3.
* 神经元有逻辑功能,对信号进行与、或、非转换
*
* @author Yong Zhu
* @since 1.0
*/
public class Line extends Organ {
private static final long serialVersionUID = 1L;
public Zone inputZone; // NOSONAR 输入触突区
public Zone outputZone; // NOSONAR 输出触突区
public Zone bodyZone; // NOSONAR 细胞本体所在位置本体的作用是可以接收其它line的输出信号
@Override
public boolean allowBorrow() { // 是否允许在精子中将这个器官借出
return true;
}
@Override
public void initOrgan(Animal a) {
if (!initilized) {
initilized = true;
inputZone = RandomUtils.randomZoneInOrgans(a);
outputZone = RandomUtils.randomZoneInOrgans(a);
bodyZone = new Zone(inputZone, outputZone);
}
this.fat = 0;// 每次fat清0因为遗传下来的fat不为0
Cell c = new Cell();
c.input = inputZone;
c.output = outputZone;
c.body = bodyZone;
c.organ = this;
a.cells.add(c);
}
/** Line如果input是另一个line的body吸收能量 Line如果output是另一个line的body,放出能量 */
@Override
public void active(Animal a, Cell c) {
if (RandomUtils.percent(95)) // TODO: 待优化 这个会严重影响速度,所以降低它的机率
return;
for (Cell cell : a.cells) {
if (cell.energy > organActiveEnergy && c.input.nearby(cell.body)) {
c.organ.fat++;
cell.energy -= organActiveEnergy;
c.energy += organActiveEnergy;
}
if (c.energy >= organOutputEnergy && c.output.nearby(cell.body)) {
c.energy -= organOutputEnergy;
cell.energy += organOutputEnergy;
}
}
}
@Override
public Organ[] vary() {
organOutputEnergy = RandomUtils.varyInLimit(organOutputEnergy, -3, 3);
if (fat <= 0 && RandomUtils.percent(30))// 如果胖值为0表示这个组的细胞没有用到可以小概率丢掉它了
return new Organ[] {};
if (RandomUtils.percent(3)) // 有3%的几率丢掉它,防止这个器官数量只增不减
return new Organ[] {};
return new Organ[] { this };
}
@Override
public void drawOnBrainPicture(Animal a, BrainPicture pic) {// 把自已这个器官在脑图上显示出来
if (fat <= 0)
pic.setPicColor(Color.LIGHT_GRAY); // 没用到? 灰色
else if (organOutputEnergy <= 0)
pic.setPicColor(Color.BLUE);
else
pic.setPicColor(Color.red); // 用到了?红色
pic.drawLine(inputZone, bodyZone);
pic.drawLine(bodyZone, outputZone);
pic.drawZone(bodyZone);
pic.setPicColor(Color.red);
}
}